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Thread: DRK at 60?

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  1. #1
    Player
    BlueThunder's Avatar
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    Sep 2013
    Location
    Ul'dah
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    143
    Character
    Blue Thunder
    World
    Cactuar
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by EdwinLi View Post
    Well they did say Open world in 3.0 is far more dangerous than 2.X world even for tank players.
    I think you got his meaning wrong. He didn't meant open world.

    And you cannot rely on a Boss to autoattack you constantly, bosses will have their share of casted skills, and some spend half the time casting with 3 sec casts, making Blood Price MP recovery almost nothing because Darkside keeps draining you.

    Only Boss fights I've seen you can rely on a well time Blood Price are Ravana and his clone from the "Allagan Museum" dungeon, since they have skills that multihit you in 1 attack.

    On trash pulls or having multiple adds of a boss? Eff yes, you can recover as much MP as you want and more, but if you want to potentially use the DRK to its limits as a MT, you'll be very MP starved in most fights, and using DRK as "efficient" as possible as an OT will leave you TP starved in around 3 mins into the fight if nothing changes during those 3 mins.
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  2. #2
    Player
    EdwinLi's Avatar
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    Aug 2013
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    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by BlueThunder View Post
    ----
    I think it is more of a issue on When to use it rather than why not to use it.

    True most bosses have to stop attacking you as a tank but they still provided a decent gap time before their next AoE Charge attack.

    Players must also learn not to depend only on 123 combo as a DRK as well since it will require DRK to use Syphon Strike to regain a good chunk of their MP as part of their MP management requirements.

    The best way so far I've been handling bosses is...

    123 combo -> Hard Slash and Syphon Strike -> repeat

    It is a standard combo for me when not dealing with poping Defense buffs but it is effective with maintaining both Aggro and MP on boss fights

    Weave in the Blood Price buff after using Dark art to buff Dark Dance and it may hit back to 90% to 100% MP in seconds.
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    Last edited by EdwinLi; 07-01-2015 at 12:54 AM.

  3. #3
    Player
    BlueThunder's Avatar
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    Ul'dah
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    143
    Character
    Blue Thunder
    World
    Cactuar
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by EdwinLi View Post
    snip.
    True, it's about discovering what moments Blood Price should be used for maximum benefit, but you cannot count you'll have Blood Price ready for every single of those moments.

    Dark Arts consumes the same amount of MP that you recover with 2 Syphon Strikes, and it needs to be used at least twice every minute: For your Enmity Combo and for Carve and Spit. You'll also spend during those 60 seconds the MP equivalent of Syphon Strike recovery in 2 Dark Passengers (strange that a CD would spend resource for its use). You're left with a few Syphon strikes left that would actually recover the MP you've used, and not even the "full" recovery since Darkside keeps draining your MP constantly, and your MP regen in combat is slightly lower than what Darkside consumes.
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  4. #4
    Player
    EdwinLi's Avatar
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    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by BlueThunder View Post
    --
    Well Dark passage isn't something I let loose on Bosses due to its Large MP consumption.

    I find Dark Passage to be best saved when Tanking Multiple enemies or at least when I feel there is enough MP to use it on multiple enemies due to its nature as a Multiple hitter.

    Plunge serves as a better weaving skill to use when dealing with bosses since it doesn't consume MP nor TP and does 200 potency with it having the same cooldown time (30 sec cooldown) as Dark passge. It put less stress on my MP this way and saves plenty of MP for other uses.
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    Last edited by EdwinLi; 07-01-2015 at 01:28 AM.